The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
With recent technological developments, modern computing systems are becoming more and more powerful. Common computers are capable of calculating more than 50,000 million instructions per second. Currently the biggest obstacle in computer usage is slow communication between the human and the computer. With innovation and development of novel (natural based) sensors capable of capturing positions and...
In mobile networks, cooperative authentication is an efficient way to recognize false identities and messages. However, an attacker can track the location of cooperative mobile nodes by monitoring their communications. Moreover, mobile nodes consume their own resources when cooperating with other nodes in the process of authentication. These two factors cause selfish mobile nodes not to actively participate...
This study applies tangible user interface technology to develop “Interactive Tangible Word Game”. A user interacts with the game by placing plastic alphabetic characters on a surface and the game responds by projecting graphics on to the surface. The system uses the surface image and converts it to a binary image. Seven Hu's moments are then computed from each contour of each object in the image...
This paper describes an experience in teaching undergraduate students the subject of Human Computer Interaction and the results achieved over the past six years. A discussion about the methods used to engage the students to actively participate in the course and how they are encouraged to team work is also presented. One of the special aspects of this course is that it introduces knowledge about different...
This work is based on developing a system for the Bell's palsy, a type of facial nerve paralysis, patients to help them in passive exercise, which is one of the major ways to recovery. This exercise method will be provided in the form of computer game so the user will be able to perform exercise without the hardship that comes with active exercise. It will also show how much this system helps the...
In this paper, we have analyzed the physical and mental performance of computer user due to the long term use of computer by analyzing the variations in physiological signals. Performances of computer user are monitored by recording and analyzing the variations in Electrocardiogram (ECG), Electromyogram (EMG), Electrooculogram (EOG), and Electroencephalogram (EEG). Detecting the performance of computer...
Museums and exhibitions traditionally present pieces of preserved human knowledge in a static manner, letting their public observe and analyze what can be heard or seen. Sight and hearing are hence the two senses, out of the five available ones, that are usually engaged in such scenarios. Recently, information and communication technologies have been put to good use to increase the amount of participation...
Hand gesture recognition has become one of the key techniques of human-computer interaction (HCI). Many researchers are devoted in this field. In this paper, firstly the history of hand gesture recognition is discussed and the technical difficulties are also enumerated. Then, we analyze the definition of hand gesture and introduce the basic principle of it. The approaches for hand gesture recognition,...
Cognitive infocommunications (CogInfoCom) study the connections between infocommunications and cognitive experiences. This paper matches with the purpose of the Conference because it explores Enactive knowledge and its relations with Interaction Design of Multimodal Interfaces. Enactive knowledge is what it is built through the action and is built on motor skills as manipulating an object, riding...
Mobile phones are a ubiquitous and preferred communication, entertainment, and information access platform. Smartphones may provide an opportunity to better assess mood and behavior and to provide intervention timely, economical, rapid and effective intervention for those with mental disorders. This is an important target because behavioral health problems are associated with many of the medical disorders...
Ubiquitous computing defines a new domain in which large collections of heterogeneous devices are available to support the execution of applications. In this paper, we present a possible way of building a ubiquitous computing infrastructure. Our approach specifically targets institutional computer laboratories and aims to increase the productivity during practical sessions by ridding the faculty and...
A possible question that teams who design and evaluate software can do is: "How to choose techniques HumanComputer Interaction (HCI) for Software Development Processes (SDP)?". We propose the provision of HCI techniques in the structure of a model for improve process that focus on process quality requirements development, design and product construction and validation and verification. The...
The rapid and extensive adoption of Moodle warrants an in-depth evaluation of its users' experience as a key part of determining its suitability as a platform for teaching and learning. This qualitative user experience study considers both user groups of Moodle, staff and students within a large University Faculty of Art & Design and recognizes the relationship between the needs of the two user...
Ocular Motility is a promising mode of input for human computer interaction. However, we are yet to engineer an application that is cost-effective, robust, user-friendly and far reaching. In this paper we describe an eye-controlled application which will be beneficial to the physically challenged community. Even people who can move only their eyes can use this with ease. This works on principles of...
With the rapid development of computer technology, these years has witnessed the rapid improvement of the approaches of human computer interaction. How to make the process more natural to the users has become a hot research topic. Nowadays, more and more researchers pay attention to gesture recognition, especially when kinect is invented by Microsoft. Because it is an ordinary and natural way in which...
Different etiquette of software could trigger different attitudes and behaviors of users. This paper conducted a series of word-learning studies in which users either received polite feedback offering compliments and encouragements, or impolite feedback belittling users. Through the analysis on the results of e-learning experiment and post-test questionnaires, it was found that the polite feedback...
The paper discusses issues related to human computer interaction errors due to the factor of local language primacy. It is posited that more errors are reported when a language that is not the local or mother tongue is used for data entry. Data entry is a means of lively hood for many rural based service providers [11]. The results of this experiment reported in this paper are expected to influence...
What is the difference between experiencing the game and what comes out a discussion about it? How far goes the rationality of the user? What is his responsibility in his blunders, and what should be considered as a consequence fate? All these topics are tackled by Lacan, and the psychologists of psychoanalysis, and we may apply the findings of his school of thought to game design and HCI. Stephane...
In this paper, we propose a real-time vision-based hand posture recognition approach, based on appearance-based features of the hand poses. Our approach has three main steps: Preprocessing, Feature Extraction and Posture Recognition. Additionally, a new hand posture dataset called HandReader is created and introduced. HandReader is a dataset of 500 images of 10 different hand postures which are 10...
How can we design technology for 287 million adult illiterates in India spread across 22 Indian Languages? In this paper, we summarize our experience towards addressing this challenge over the last 6 years. We briefly present our journey of technology for adult literacy in India emphasizing the key shift in focus between different generations. We then present the design of technology for adult literacy...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.